Alright, so this'll be my second RMT for 6th gen, because this team has served me pretty well, but I think there's still some changes that could be made as I try to push to the top of the ladder. (Included in this RMT are potential changes to make to the team that I've thought about and that I'd like some input on.)
So moving on to actually talking about the team, (sorta) short team building process explanation, go-
So! After a ~4 month hiatus, I acquired Omega Ruby and decided to get back in the competitive Pokemon scene. Coming back to UU (the best tier) I looked around to see broken af stuff running all around. Me being me, and liking bulkier sweepers, DD Zygarde seemed like a good choice, with the bulk to set up 2 dances pretty often, strong stabs, and awesome priority in a tier nearly devoid of it.
Obviously for DD sweepers to work (and also just about any sweeper really) you need stuff to soften up the opposing team. M-Scep and Entei seemed solid, boasting nice nukes, spammable STABs, priority, the ability to clean out weakened teams themselves, and decent synergy for wearing out each other's checks.
I knew I wanted to play balance, because I'm an unoriginal, s*** player who can only play one team type and didn't want to try something new despite having a fresh start. So I decided to round out a FWG core with Swampert, as well as to check physical mons and set up rocks.
Next, a special wall, using one of my personal favorites-Umbreon
Lastly, hazard control- I went with Forretress, being bulky he could spin often, and could slow volt switch for dat momentum.
Then, Zyggy got banned back to BL, where it really belongs, because, let's be real, that thing is nucking futs. So, in need of a sweeper again, a lot of ideas crossed my head. After using something (I literally forgot) for a short time, I ran into SD Celebi. After promptly getting my ass kicked by this thing, I realized it was just what I was looking for for a new sweeper. So, whatever I was using before was swapped for Celebi. (and, as a consequence, Sceptile was replaced, after much indecision, by specs Raikou)
The defensive core of the team also got a much needed re-work in the past days after way too many close-calls/losses from every fighting type in the tier. Ultimately it was as simple as using bulky Crobat, but, again, I'm a s*** player, so it took awhile for it to hit me.
So nerds, here's the team-
Eco Terrorist (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Zen Headbutt
- Sucker Punch
This thing's cute looks belie a deadly trap. Celebi's absurd variety of sets and respectable bulk allows for easy and surprise set up on anything that makes the mistake of thinking it can wall it. Leftovers furthers this trap, helping to bluff a defensive or BP set, as well as mitigating damage taken during set up to allow you to boost more for MAXIMUM DISRESPECT and also to make revenge killing tougher. Speaking of making revenge killing tougher, even after boosting, not revealing Zen Headbutt or Sucker Punch can play mind games, making your opponent think Celebi is actually the BP set attempting a desparate sweep, then, WHAM, (literally a) Sucker Punch. Natural Cure is a cool ability on a sweeper, allowing you to set up, eat a status if you have to, hopefully still force something to get sacked, switch out, and set up again later. Lastly, Jolly is taken cuz ya gotta go fast.
Other options: Lucario- More power, better priority, paper defenses. However, I suck. A lot. Frail stuff like Luke is really hard for me to use, but maybe I should just get gud and use him anyways, that way Curselax doesn't just 6-0 this team. But like, actually, Celebi does have the nice advantage of existent bulk, so I can set up multiple times throughout a match and pick off stuff as I go, building up to Entei, Raikou, or Celebi cleaning house. Lucario (or another fighting type) can also help this team deal with Umbreon, who otherwise has to be worn down slowly
420 Blaze It (Entei) @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Flare Blitz
- Stone Edge
Gotta go fast? Entei's got that covered. His E-speed is among the best revenge killing tools in the tier, sniping most frail wallbreakers and sweepers. Comes at the cost of a Jolly nature, but, uh...worth cuz ya gotta go fast and Extreme Speed is really f-ing fast. Sacred Fire gives him his nickname, because the whole tier goes up in flames before that godly 50% burn chance. Walls are worn down by the dual threat of dat big damage and burn chance, plus, free burns=more pokes for Celebi to set up on. Closing thoughts- Flare Blitz for even moar damage, perfect accuracy, and another strong STAB when Sacred Fire starts to run out, and Stone Edge is some coverage at least, and is useful for KOing other Fire-Types.
Other Options: Medicham (or any other fighting type in the tier, tbh)- Yeah, betcha didn't know this was back in the tier. Honestly, I've never faced or used one, I started playing UU just as Medicham went OU, so I don't know if it was ever good. Looking at some damage calcs though, it could be. This is another way to solve my Curselax problem, as well as delivering much more power than Entei if I go CB. Downsides are, Medi has way weaker priority, bulk of sadness, and missing HJK is disasterous 10/10 times, whereas missing Sacred Fire is usually only mildly irritating and not game ruining. Still, taking a dump on just about every defensive mon in the tier is appealing, so maybe the Medic could be worth it.
TM87 (Raikou) @ Choice Specs
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Extrasensory
- Hidden Power Ice
Ignoring the obvious "gotta go fast" joke with his 115 base speed for a moment, I want to mention I am especially open to suggestions/advice on his moveset. I've heard HP Grass is better, and if that is the case, I'm curious as to why. I guess since it's such an easy lure for Swampy, but it also lures in Hydra, so is the preference simply based off team comp? Also, Extrasensory or Shadow ball? But reagrdless, Raikou brings a solid amount of power at a great speed tier. He can wall-break, but he can also easily clean out weakened teams; and on top of that is a pretty solid lead, able to grab some momentum and solid damage off of specs Volt Switch. Speaking of which, the damage his attacks do with specs and the threat of him being the sub-CM set force the opponent to make some tough decisions whenever he gets in. To top it off, he acts as a second answer to CroCune, who is pretty terrifying and sometimes I need a back-up for killing it if I have bad luck with burns on Celebi or let it die somehow
Other Options: Hydreigon- Yet another pokemon that can take a dump on just about every defensive mon in the tier, but this time with some reasonable bulk. Downsides are, it's slower than Raikou (unless I go scarf which I guess is an option, but I really need some power with only 3 offensive slots open). Also a solid answer to Krook and Chandy, who are still sorta relevant and having answers to them other than Umbry and Bat could open up some new defensive options.
Noivern- A bit unusual, but it hits harder with specs draco, goes faster, and has utility with Switcheroo. Unfortunately, dropping the Draco, while powerful, also sorta kills momentum, which is lame. And, Draco is only a bit stronger than Raikou's T-bolt, and comes at the cost of the chance to miss and the -2 drop. Running Hurricane gives another spammable STAB, but it's about as powerful as Specs T-bolt, but now with a 30% chance to miss. Switcheroo is what makes it unique, whether it's worth the cost though, is debatable.
The Kipper (Swampert) @ Leftovers
Ability: Torrent
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Scald
- Earthquake
- Stealth Rock
- Roar
Finally rounding out the FWG core, providing some solid utility to back up the offensive core, and bridging the defensive and offensive halves of the team, is Swampert. Rocks are basically necessary for teams looking to sweep so as to soften up every member of the other team upon entry. Roar is useful for getting maximum value out of rocks, as well as stopping slower set up sweepers such as Crocune or (more relevant to this team) Curselax, at least for a time. Scald is basically the best water move, because fishing for burns is never bad, they open up set up opportunities and wear down the opposing team faster. Earthquake is for when you want more damage, such as when you're staring a Lucario or Absol in the face and want it dead. Water/Ground typing is great defensive typing, and helps to make up for his lack of recovery. Having a Fire-type check is almost necessary because they're stupidly powerful, and Swampert has the bulk and reasonably strong STABs necessary to check other scary attackers. Swampert can also help stop CM-Sub Raikou with it's electric immunity and Earthquake, which is also cool.
Cheshire (Umbreon) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Wish
- Protect
- Heal Bell
The crazy cat of Alice in Wonderland is out to drive all my opponents crazy too. Let us count the ways: Foul Play is an excellent tool for a wall to have, while not damaging the special threats Umbreon walls too greatly, it makes switching to a physical wall breaker just awful. Speaking of physical wall breakers, Umbreon has solid mixed bulk, meaning a Darmanitan or Entei switch-in might die in the process of trying to bring Umbreon down. (Unfortunately, Dark typing is really bad for walling a lot of typically physical types, but solid mixed bulk never hurts on a wall) Next, wish passing. It's useful enough for Umbreon to be able to heal itself (obviously, being a wall), but wish passing gives Swampert, Entei, and Celebi more chances to do their job and avoid being worn down. Speaking of avoiding being worn down, Heal Bell helps Umbreon sponge status (especially with Synchronize to pass it to whoever threw it at Umbreon too) and keep the team healthy. (Especially Swampert, since he hates any status) Finally, Umbreon, with his ability to tank all sorts of hits, can just sit there and slowly kill any team unable to break him, which is always amusing.
FakeMau5 (Crobat) @ Black Sludge
Ability: Infiltraitor
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Brave Bird
- U-turn
- Roost
- Defog
Ah the glue that pulls the whole team together. Fits like a dream too. He understands that ya gotta go fast, and is nice 'n bulky. Also, Brave Bird always hits for more damage than I expect, so that's cool. But his real job is to remove hazards and eat up all the scary Fighting type moves heading for my team. The weakness to SR is pretty lame, but at the same time, fast defog and roost is sweet and makes sure hazards will be gone if I really need it. U-turn is cool too for momentum and just good ol' fashioned chip damage. He forms a nice volt-turn core with Raikou, with an immunity to ground-type moves and luring in the other team's hazard-supplier, and Raikou's speed and power scaring out things that could hurt Crobat so he can defog easier. Last, but not least, nickname choice: FakeMau5 is a joke on how it's a bat but not Noivern, the one and only true FlederMau5 to me. (besides myself)
Other Options (for entire defensive core): Vaporeon-Aromatisse-Forretress- This is one I tried out for a little while but became a bit disatisfied with. Still, it seems valid on paper at least. Vaporeon covers a bulky water with some decent mixed bulk, Aromatisse covers fighting-types and Hydra, and Forretress spins and sets up hazards. Could work, having Aromatisse leaves space open for BP on Vaporeon since Aroma can carry Aromatherapy. Forretress still provides a decent answer to offensive Fairies and Grass types (assuming no HP Fire).
Finally at the end, thanks for reading!
But also, proof-of-peak:
(hopefully that works, I've been messing with this forever to try to find a hide option or shrink the picture to a reasonable size and haven't been able to because I'm terrible at computers)
So moving on to actually talking about the team, (sorta) short team building process explanation, go-
So! After a ~4 month hiatus, I acquired Omega Ruby and decided to get back in the competitive Pokemon scene. Coming back to UU (the best tier) I looked around to see broken af stuff running all around. Me being me, and liking bulkier sweepers, DD Zygarde seemed like a good choice, with the bulk to set up 2 dances pretty often, strong stabs, and awesome priority in a tier nearly devoid of it.

Obviously for DD sweepers to work (and also just about any sweeper really) you need stuff to soften up the opposing team. M-Scep and Entei seemed solid, boasting nice nukes, spammable STABs, priority, the ability to clean out weakened teams themselves, and decent synergy for wearing out each other's checks.


I knew I wanted to play balance, because I'm an unoriginal, s*** player who can only play one team type and didn't want to try something new despite having a fresh start. So I decided to round out a FWG core with Swampert, as well as to check physical mons and set up rocks.

Next, a special wall, using one of my personal favorites-Umbreon

Lastly, hazard control- I went with Forretress, being bulky he could spin often, and could slow volt switch for dat momentum.

Then, Zyggy got banned back to BL, where it really belongs, because, let's be real, that thing is nucking futs. So, in need of a sweeper again, a lot of ideas crossed my head. After using something (I literally forgot) for a short time, I ran into SD Celebi. After promptly getting my ass kicked by this thing, I realized it was just what I was looking for for a new sweeper. So, whatever I was using before was swapped for Celebi. (and, as a consequence, Sceptile was replaced, after much indecision, by specs Raikou)


The defensive core of the team also got a much needed re-work in the past days after way too many close-calls/losses from every fighting type in the tier. Ultimately it was as simple as using bulky Crobat, but, again, I'm a s*** player, so it took awhile for it to hit me.

So nerds, here's the team-

Eco Terrorist (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Zen Headbutt
- Sucker Punch
This thing's cute looks belie a deadly trap. Celebi's absurd variety of sets and respectable bulk allows for easy and surprise set up on anything that makes the mistake of thinking it can wall it. Leftovers furthers this trap, helping to bluff a defensive or BP set, as well as mitigating damage taken during set up to allow you to boost more for MAXIMUM DISRESPECT and also to make revenge killing tougher. Speaking of making revenge killing tougher, even after boosting, not revealing Zen Headbutt or Sucker Punch can play mind games, making your opponent think Celebi is actually the BP set attempting a desparate sweep, then, WHAM, (literally a) Sucker Punch. Natural Cure is a cool ability on a sweeper, allowing you to set up, eat a status if you have to, hopefully still force something to get sacked, switch out, and set up again later. Lastly, Jolly is taken cuz ya gotta go fast.
Other options: Lucario- More power, better priority, paper defenses. However, I suck. A lot. Frail stuff like Luke is really hard for me to use, but maybe I should just get gud and use him anyways, that way Curselax doesn't just 6-0 this team. But like, actually, Celebi does have the nice advantage of existent bulk, so I can set up multiple times throughout a match and pick off stuff as I go, building up to Entei, Raikou, or Celebi cleaning house. Lucario (or another fighting type) can also help this team deal with Umbreon, who otherwise has to be worn down slowly

420 Blaze It (Entei) @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Flare Blitz
- Stone Edge
Gotta go fast? Entei's got that covered. His E-speed is among the best revenge killing tools in the tier, sniping most frail wallbreakers and sweepers. Comes at the cost of a Jolly nature, but, uh...worth cuz ya gotta go fast and Extreme Speed is really f-ing fast. Sacred Fire gives him his nickname, because the whole tier goes up in flames before that godly 50% burn chance. Walls are worn down by the dual threat of dat big damage and burn chance, plus, free burns=more pokes for Celebi to set up on. Closing thoughts- Flare Blitz for even moar damage, perfect accuracy, and another strong STAB when Sacred Fire starts to run out, and Stone Edge is some coverage at least, and is useful for KOing other Fire-Types.
Other Options: Medicham (or any other fighting type in the tier, tbh)- Yeah, betcha didn't know this was back in the tier. Honestly, I've never faced or used one, I started playing UU just as Medicham went OU, so I don't know if it was ever good. Looking at some damage calcs though, it could be. This is another way to solve my Curselax problem, as well as delivering much more power than Entei if I go CB. Downsides are, Medi has way weaker priority, bulk of sadness, and missing HJK is disasterous 10/10 times, whereas missing Sacred Fire is usually only mildly irritating and not game ruining. Still, taking a dump on just about every defensive mon in the tier is appealing, so maybe the Medic could be worth it.

TM87 (Raikou) @ Choice Specs
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Extrasensory
- Hidden Power Ice
Ignoring the obvious "gotta go fast" joke with his 115 base speed for a moment, I want to mention I am especially open to suggestions/advice on his moveset. I've heard HP Grass is better, and if that is the case, I'm curious as to why. I guess since it's such an easy lure for Swampy, but it also lures in Hydra, so is the preference simply based off team comp? Also, Extrasensory or Shadow ball? But reagrdless, Raikou brings a solid amount of power at a great speed tier. He can wall-break, but he can also easily clean out weakened teams; and on top of that is a pretty solid lead, able to grab some momentum and solid damage off of specs Volt Switch. Speaking of which, the damage his attacks do with specs and the threat of him being the sub-CM set force the opponent to make some tough decisions whenever he gets in. To top it off, he acts as a second answer to CroCune, who is pretty terrifying and sometimes I need a back-up for killing it if I have bad luck with burns on Celebi or let it die somehow
Other Options: Hydreigon- Yet another pokemon that can take a dump on just about every defensive mon in the tier, but this time with some reasonable bulk. Downsides are, it's slower than Raikou (unless I go scarf which I guess is an option, but I really need some power with only 3 offensive slots open). Also a solid answer to Krook and Chandy, who are still sorta relevant and having answers to them other than Umbry and Bat could open up some new defensive options.
Noivern- A bit unusual, but it hits harder with specs draco, goes faster, and has utility with Switcheroo. Unfortunately, dropping the Draco, while powerful, also sorta kills momentum, which is lame. And, Draco is only a bit stronger than Raikou's T-bolt, and comes at the cost of the chance to miss and the -2 drop. Running Hurricane gives another spammable STAB, but it's about as powerful as Specs T-bolt, but now with a 30% chance to miss. Switcheroo is what makes it unique, whether it's worth the cost though, is debatable.

The Kipper (Swampert) @ Leftovers
Ability: Torrent
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Scald
- Earthquake
- Stealth Rock
- Roar
Finally rounding out the FWG core, providing some solid utility to back up the offensive core, and bridging the defensive and offensive halves of the team, is Swampert. Rocks are basically necessary for teams looking to sweep so as to soften up every member of the other team upon entry. Roar is useful for getting maximum value out of rocks, as well as stopping slower set up sweepers such as Crocune or (more relevant to this team) Curselax, at least for a time. Scald is basically the best water move, because fishing for burns is never bad, they open up set up opportunities and wear down the opposing team faster. Earthquake is for when you want more damage, such as when you're staring a Lucario or Absol in the face and want it dead. Water/Ground typing is great defensive typing, and helps to make up for his lack of recovery. Having a Fire-type check is almost necessary because they're stupidly powerful, and Swampert has the bulk and reasonably strong STABs necessary to check other scary attackers. Swampert can also help stop CM-Sub Raikou with it's electric immunity and Earthquake, which is also cool.

Cheshire (Umbreon) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Wish
- Protect
- Heal Bell
The crazy cat of Alice in Wonderland is out to drive all my opponents crazy too. Let us count the ways: Foul Play is an excellent tool for a wall to have, while not damaging the special threats Umbreon walls too greatly, it makes switching to a physical wall breaker just awful. Speaking of physical wall breakers, Umbreon has solid mixed bulk, meaning a Darmanitan or Entei switch-in might die in the process of trying to bring Umbreon down. (Unfortunately, Dark typing is really bad for walling a lot of typically physical types, but solid mixed bulk never hurts on a wall) Next, wish passing. It's useful enough for Umbreon to be able to heal itself (obviously, being a wall), but wish passing gives Swampert, Entei, and Celebi more chances to do their job and avoid being worn down. Speaking of avoiding being worn down, Heal Bell helps Umbreon sponge status (especially with Synchronize to pass it to whoever threw it at Umbreon too) and keep the team healthy. (Especially Swampert, since he hates any status) Finally, Umbreon, with his ability to tank all sorts of hits, can just sit there and slowly kill any team unable to break him, which is always amusing.

FakeMau5 (Crobat) @ Black Sludge
Ability: Infiltraitor
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Brave Bird
- U-turn
- Roost
- Defog
Ah the glue that pulls the whole team together. Fits like a dream too. He understands that ya gotta go fast, and is nice 'n bulky. Also, Brave Bird always hits for more damage than I expect, so that's cool. But his real job is to remove hazards and eat up all the scary Fighting type moves heading for my team. The weakness to SR is pretty lame, but at the same time, fast defog and roost is sweet and makes sure hazards will be gone if I really need it. U-turn is cool too for momentum and just good ol' fashioned chip damage. He forms a nice volt-turn core with Raikou, with an immunity to ground-type moves and luring in the other team's hazard-supplier, and Raikou's speed and power scaring out things that could hurt Crobat so he can defog easier. Last, but not least, nickname choice: FakeMau5 is a joke on how it's a bat but not Noivern, the one and only true FlederMau5 to me. (besides myself)
Other Options (for entire defensive core): Vaporeon-Aromatisse-Forretress- This is one I tried out for a little while but became a bit disatisfied with. Still, it seems valid on paper at least. Vaporeon covers a bulky water with some decent mixed bulk, Aromatisse covers fighting-types and Hydra, and Forretress spins and sets up hazards. Could work, having Aromatisse leaves space open for BP on Vaporeon since Aroma can carry Aromatherapy. Forretress still provides a decent answer to offensive Fairies and Grass types (assuming no HP Fire).
Finally at the end, thanks for reading!
But also, proof-of-peak:
